Star Wars Roleplay: Chaos

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Approved NPC Amarant Squad

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Name: Amarant Squad
Intent: Rebuilding old submission; to create a Jedi strike team.
Affiliation: The Republic
Availability: Rare
Type: Infantry - Jedi commandos
Strength: 4 + commander
Description: Amarant Squad, once upon a time, was arguably the most elite squad in the Galactic Republic around the time of the Battle of Roche when such units were springing up. They saw action in combat operations across various battles in the Republic, most notably the Republic missions to Hoylin, Tholatin, Cularin, Ruusan, Mimban and Iktotch; they were deployed as part of the Republic Special Forces Unit under the command of Zane Watts - first Lieutenant, then Captain, and finally promoted to Colonel. They were declared the top team of the RSFU when Watts was given command of the division and ultimately found themselves skyrocketing to a degree of skill most individual combat units could only dream of thanks to a very wide degree of experience.

Unfortunately, when so much of history is lost to the purges of history (things do break from time to time), things tend to change and get forgotten. Amarant Squad, given its elite status, was asked to become a training team with its top members becoming the best trainers across Republic space. With the eventual advent of the brand-new combined Republic/Jedi combat group known as Jedi Strike Operations led by Colonel Watts, a reborn front-line unit was required. Colonel Watts' old team was no longer combat-ready and quite up to the exacting standards of the Jedi requirement of Strike Ops, and so a new Amarant Squad was stood up to replace them. The original Amarant Squad became training NCOs, personal coaches for the newbies in how to be the best damn commandos in the Republic.

This new Strike-Team, however, is vastly different to the old one. The new Amarant Squad is composed entirely of Force-sensitive members. It totals five members; Colonel Watts as the CO of the unit and leading from the front, and four Jedi Knights hand-picked by Zane himself. Each of these soldiers comes with two types of training; basic Jedi training including lightsaber skills and the best Republic commando training that hard-earned experience can get.

Primarily, Amarant Squad serves as an elite vanguard for Strike Ops, engaging dangerous targets, taking and holding key objectives, recovering VIPs and otherwise taking on the tough jobs that most Republic squads would never dream of. Their main advantage, however, comes from the fact that all of them can form a part of a Jedi mind meld with Watts at the epicentre; this combined skill makes them a deadly force on the battlefield. The downside of this is that Watts must be employing the mind-meld as it is his skill; the Jedi are conduits and assistants to this talent and not the other way around. When combined as one package, Amarant Squad is easily one of the most versatile and most battle-ready Jedi combat units ever in the history of the Galactic Republic.

Links:
Amarant Squad employs the following combat technology, pulled out of Republic mothballs:
 
Emberlene's Daughter, The Jedi Generalist
@[member="Zane Watts"]

This looks very nice and glad to see someone brought back the Republic equipment. However I do not recall the Ruusan dominion having combat for a squad like this. There was building the temple, exploring the environment, setting up a base. (and since we can't check with the wipe it is only our memories from there). I would like though if you can link to any threads they have been in.
 
[member="Matsu Ike"]

It's literally all pre-wipe. I'd think, having been in every thread with them, you'd know this. :p

And yes, Ruusan didn't have combat, but they were most definitely there building. As commando operations can have aspects of creating temporary fortifications, building experience is still relevant albeit in a minor fashion.
 
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